Are We Close to Having Virtual Reality Gaming Like Sword Art Online

Sword Art Online (SAO) was a game-changer when it premiered in 2012. The show was basically a "casting net" to capture bewildered viewers — ones who tin can't possibly understand the astonishing science and engineering unfolding before them through an anime.

Unlike many other sci-fi anime that premiered in the early 2010s, SAO provided "untapped, untouched, but exciting science" for kids, teens, and young adults. In a time when handheld gadgets weren't even a fad, viewers would wonder, "What the heck am I watching, and why tin can't I stop watching information technology?"

Today, allow us to enlighten your minds through my favourite "crossover" topics: Sword Art Online and virtual worlds! Virtual worlds are practically the heady locations where SAO took place. Now that we're about endmost into a decade since the show started, wouldn't you say it's most time SAO simulations get "closer to reality" in our era?

ane. Quick Answer

Despite the amazing inquiry, intensive scientific developments, and exhilarating discoveries mankind has reached in the past century, it'southward still impossible for SAO's virtual massively multiplayer online role-playing game (VMMORPG) to transpire in our lifetime or even in our bully-grandchildren's time and era. But don't lose hope as it may withal happen to our descendants 6 to seven decades downwards the route!

Can Sword Art Online be real? Can it happen in real life?
Sword Art Online | Source: Fandom

In any case, Fulldive should have been made possible by then if entrepreneurs of private tech companies can dominate the product and distribution of seamless bogus intelligence (AI), sophisticated machine learning (ML), and colossal avatar projects such as the 2045 Initiative(which can be found in this website: 2045 Strategic Social Initiative.

ii. MiHoYo'south Genshin Impact equally the next SAO

Other than the 2045 Initiative, there are influential games out in that location that contribute effectually Augmented Reality (AR) and Virtual Reality (VR). Some of the prominent ones are gacha games and RPGs like Fate/Grand Order, Last Fantasy Dauntless Exvlus, Genshin Bear upon, Kemco RPGs, and more than! In this department, I'll focus on miHoYo's Genshin Touch because it could exist the side by side real-life SAO.

Chinese video game developer miHoYo is sweeping the nation of gamers and players that it is going to brand a virtual globe through Genshin Impact. The visitor claims that they are going to create an AR or VR that could "house a billion people by 2030" 😵!

With over 40 million people playing Genshin Bear upon on their mobile devices since its release in September 2020, it'due south no wonder miHoYo is taking the spotlight! To reach that big goal, miHoYo's small goals include releasing games every 3 to 4 years.

Non only would that increase player count; information technology will also enable the company to found offices abroad while ensuring its $800M time to come profitability and stability in international gaming and VR industries.

If you want to read more about this important news, run across the sources below:

  • MiHoYo targeting a virtual globe!
  • Mihoyo Rakes In $800M in 2020

3. Fulldive is Possible

For SAO VMMORPGs to exist in our era, the burning question existing on everyone'due south mind is whether Fulldive is possible. Yes. It is possible in the long range, only it volition be like seeking the Holy Grail of VR considering decades of painstaking scientific discipline are required.

Can Sword Art Online be real? Can it happen in real life?
Sword Art Online VR: Lovely Honey Days

Here's a small fun scientific discipline lesson you can digest while learning about the 3 components needed to acquire Fulldive in the afar future:

4. What is Quantum Computing?

According to Bernard Marr, strategic business concern & technology advisor of Enterprise Tech, breakthrough computers use "qubits" to solve complex issues that crave more power and time.

Traditional computers (desktop, laptop) and handheld devices (smartphones, tablets, etc.) cannot perform quantum computing because they don't use diminutive and subatomic quantum bit particles (or "qubits") to store enormous information. Only quantum computers can shop large amounts of information to solve the difficult bug considering they tin can revolutionize calculator ability exponentially while using energy efficiently.

Quantum computing is mandatory when implementing Fulldive. It tin power through and speed upwards the employment of ML tasks (such as the algebraic calculations of infinite integers) when human being brains connect to cyborgs. Complex algorithms are needed, hence why a supercomputer'southward computations only won't work when implementing Fulldive.

5. Internet & Information Substitution

Through the ability of fiber-optic cables in 4G and 5G internet, people can streamline videos and watch every bit many anime shows they can within a day. If we can utilise the power and speed of internet connection to cyborgs, imagine how effective and efficient their AI and ML could be!

The faster the processing time, the better the robots can part. In a similar way, a VMMORPG would function smoothly because it can download and process large commands between humans and humanoids. There would be less electromagnetic signal interference when walking, running, sitting, eating, and fighting in the virtual world!

Information technology's all thanks to cobweb optics enhancing data transmission upward to 25 miles! Since they utilize glass cores to shield the cable's usher, an overwhelming amount of data (using light) tin exist transmitted between the human brain and holographic avatars. This would open up users to the powerful internet and transformative information exchange as we know it!

Right now, it's impossible to use the power and speed of cobweb net to VRs considering:

  • fiber optic cables are expensive – producers of virtual reality games need thousands, if not hundreds, of dollars before they can mass-produce a fully operation VMMORPG; and
  • new infrastructure is required – if suppliers of the gaming manufacture are applying a faster and better connexion so their gamers can manipulate their avatars in the VR seamlessly, a newer and more sophisticated infrastructure is mandatory; this will take time if all parties want fiber-optic engineering to operate at total capacity.
  • Encephalon Interfacing- Brain interfacing is one of the scientific breakthroughs that mankind has researched nearly since the 1970s. If yous remember that information technology's just planting chips on man and fauna brains, well, think again. There are pros and cons to brain-reckoner interfaces, otherwise known as BCI.

Outset, the pros: if y'all want visual and tactile experiences through Fulldive, several microelectrode arrays must exist implanted onto the encephalon'southward visual cortex and motor cortex.

Not only will that let VR gamers neural interactions on the bogus worlds; it tin even permit them to perform human telepathy through the power of engineering science! And though this process is also labeled "telecommunication", it's awesome when it's implemented in existent life even if information technology's only in the VRs!

To perform bogus communication through conscious thoughts, quantum algorithm (hence, breakthrough computing) and telemetry are mandatory. I've discussed quantum computing in the to a higher place paragraphs, so the only concept left to explain is telemetry.

It's basically BCI's non-invasive way to ship commands or electrical currents to the brain'due south motor cortexes. It will let the avatars in the VR to raise their artillery through transcranial magnetic simulation (TMS) or electroencephalography (EEG).

Another way to explain telemetry is that it'south like switching the TV on using the remote control. Still, when applied in AIs and MLs, the automated recordings or transmitted data betwixt the two It machines performing the complex commands are monitored, analyzed, and controlled from inaccessible or remote locations.

But fifty-fifty if TMS and EEG are not-invasive, they are prohibited by the government. In other words, they cannot be commercially used on humans; therefore, information technology's some other obstacle before Fulldive tin be realized. Legal and commercial applications of TMS and EEG on VMMORPGs is a restriction, and hence, a disadvantage of brain-to-brain interfacing (BBI).

Every bit for EEG (the reader of brainwaves), I will discuss it equally a carve up topic in some other section. Encounter "What are EEGs?" subheading of this web log if you'd like to read more than about that.

6. Limitations of Fulldive VR

Three things will limit gamers in experiencing a Fulldive VR requiring SAO VMMORPG-level:

  • Our brains must be scanned after it gets plugged in. It must exist thoroughly continued to several wires (i.eastward., microelectrode arrays) of certain neurological helmet devices. As they are meant to invade your brain cells, these devices are outside the safety limits of the TMS and EEG helmets I spoke of earlier.

Not only does this involve serious risk, just invasively accessing one'southward brain through neurosurgery is like cutting their brains open. The devices will scan the brain cells or the individual neurons that help us function basic activities like standing and sitting.

As the devices browse, invasive encephalon access is slowly performed by the machines. This painstaking method requires less computing power to process the few individual scans (or images) information technology needs. As soon equally our brains get invaded, there'southward a possibility nosotros might non open our eyes anymore.

Invasive brain access requires Fulldive experience where patients must immerse themselves in the VR world (thus, losing consciousness of reality). In other words, nosotros will be literally stuck to an inescapable world where our encephalon cells are constantly and continuously invaded! 😰

That'due south why modern governments prohibit its use even on patients. It truly is frightening even if gamers simply desire a Fulldive AR & VR experience but for entertainment.

  • The second criterium is for your nervous systems to become into inactivity mode and for our muscles to go numb. You don't feel the wooden floor y'all're standing on anymore. Your fingers get completely numb and paralyzed every bit it lays "lifeless" on armchairs. You won't exist able to feel anything.
  • The tertiary criterium losing complete consciousness of the physical realm —meaning — going into "Sleep Mode". You'll be completely cutting off from reality because your encephalon will be consumed by indolence (another give-and-take elevating laziness, aloofness, and debauchery). You're entering in (or rather, "sleeping into") a dream-like wonderland — the Fulldive Virtual Reality experience itself!

To fully immerse oneself in the AR & VR feel, sacrifices must be fabricated. Nosotros must forget "touch", "sense of taste", and "smell" so we can slowly but surely leave the concrete realm. Therefore, our brains are the just ones operating and so we can "see", "hear", and to an extent, "feel with our emotions" the Fulldive AR & VR experience.

seven. Decades of Painstaking Science & Engineering

I know what you're thinking: why tin can't SAO-themed VRs happen sooner? If they can happen sooner, amateur & pro-gamers can be isekai'd into lands of the unknown. Their bodies are going to experience that overwhelming feeling of touching the dessert sands in the same manner Kirito was physically and mentally transported into "The World of Swords".

Well, the elementary reply to that is considering it takes decades for painstaking science and technology to intimately touch human being lives. 🙂 Here we are, after almost ten years since SAO started airing in 2012, and the trends among AR & VR amateur and pro-gamers (and perhaps, SAO fanatics) are:

  • VR helmets / VR headsets or caput gears;
  • VR apps: Google Expeditions, Google Earth VR, Ocean Rift, The Foo Prove, Tilt Brush, Fulldive VR

I could only imagine AR & VR literally taking over the world because, later on all, AI is programmed to continuously learn. And since they're constantly learning, they're upgrading their ML capabilities daily and becoming better thinkers every bit the creativity and ingenuity of humans degenerate every twenty-four hours.

Humans might notice themselves one day merged with AI. Though this means becoming cyborgs, humanity's convergence with AI is inevitable in a technologically- driven world in the afar future.

Notwithstanding, one must think that non all VR apps popped out of the bluish in the previous ten years. The prototypes of these VR headsets, gears, and other fancy gadgets take been existing way back since the 1960s. There is one headgear, however, that I'd like to mention that is not used in gaming yet. It's the always popular, simply also terrifying EEG!

8. What are EEGs?

EEG, or electroencephalograph, is a BCI helmet-like device that detects or records patients' brainwave patterns. It'south a device incapable of producing any sensation because information technology'due south mostly used for identifying seizure origins and types.

EEGs were incredible devices when they were proposed in 1875 by Richard Caton. Only it'southward only in 1924 when inventor Hans Berger theorized EEGs utility on humans. Approximately 76 years later (in the early on 2000s), EEG prototypes were developed and "EEG feeds" were implanted inside several patients' brains.

On the reverse, EEG'southward inability to produce any awareness does not hateful patients will not feel annihilation. Afterwards all, EEG electrodes are placed in an array along a patient's head or a test subject's scalp. Even so, medical doctors utilise EEGs widely considering patients either "feel little discomfort" or "no discomfort at all" during their medial diagnosis.

Since EEGs are unable to measure thoughts and feelings, electricity waves are not sent into the brain. And because EEGs are not felt due to their incapability to produce sensation, patients do not feel shocks on their scalps or anywhere else on their bodies.

The just people who might experience or sense electrical shocks from EEGs are patients who endure from seizure disorders. Patients like them are an exception; but the worst case they must endure while undergoing through EEGs are its electric daze.

We must call back that EEGs function to discover abnormalities while reading patients' encephalon patterns. There'due south no run a risk of getting EEG's electric shocks except for people who suffer from seizure disorders. When these patients sense or feel electric shocks, they are treated immediately by healthcare providers.

9. EEGs on VRs is Possible

Several STEAM students (science, technological, engineering, arts, and mathematics), computer science, linguists, and psychology academy students in different parts of the globe have conducted recent studies on EEG meshing with VR (see external links below).

I exercise not have full access to the research studies below equally they require me to either sign-in or log onto the institution'due south websites. Withal, from what I've gathered, their studies bear witness the following:

  • Estimating Cognitive Workload in an Interactive Virtual Reality Surround Using EEG

EEGs electrical recordings can be differentiated among users' mental workload levels when gamers play on an interactive VR task. This means that differences in encephalon activities occur in virtual environments despite users performing but cognitive tasks (i.due east., thinking, learning, remembering, reasoning, etc.).

  • EEG every bit an Input for Virtual Reality

The closest VR feel that EEG tin provide is when gamers allowed themselves to be affected dynamically (i.e., assuasive EEG's predefined brainwave patterns to change their emotions, mood, and concentration).

Right at present, ideals and laws prohibit technology from completely invading gamers' brain cells. Therefore, the physical bodies cannot crossover to the digital realm, just EEG's electrical recordings can attain the gamers' emotions up to a sure degree (which is still within the "no sensation, no feeling, no touch" boundaries of EEG headsets).

  • Immersive EEG: Evaluating Electroencephalography in Virtual Reality

Under certain conditions, combination of EEG and VR is possible even without reducing physical strain on the EEG headset. As a matter of fact, when the VR headsets are customized, the signal quality merely shows improvements!

VR users will sense through their nervous systems significant delays. It'due south like a backlog or a glitch on your gesture, gaze, speech communication, facial expressions, etc. because you lot're zoning in and out from the virtual surround about every minute.

  • Virtual reality: A game-irresolute method for the language sciences

VR can be used as an experiential learning tool for language sciences considering it allows reproducible science across dissimilar research labs and participants.

  • The combined use of virtual reality and EEG to written report linguistic communication processing in naturalistic environments

In support to #four above, combining VR and EEG is very useful for neurophysiological communicative studies because it opens rich, ecological, valid, and natural environments for experiential learning.

  • The Use of Portable EEG Devices in Development of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands.

VR can exist used to monitor and control EEG signals, and eventually, the emotions and feelings of VR gamers.

The more relax the test field of study is, the amend is the theta rhythm across the EEG channels. Theta rhythm are neural oscillations observed in the sleeping country of a mammal'south hippocampus. They are essential for cognitive and behavioural learning such as spatial navigation and memory.

Contradictory, a frightened exam subject area will increment unwanted beta waves on the brains' left side (used for data analyses, reading, writing, sequential thinking, etc.). Beta waves announced when a subject is awake because they represent increased concentration, anxiety, tendency bursts, and other busy deportment of the discipline.

10. Pros of EEGs

For now, EEG is one of the safest tools to measure brain patterns. The benefits involved are greater than the risks. And every bit such, it greatly benefits the neuroscience industry considering EEGs can connect or plug safely to the human neural system.

Similar I said above, it's the closest 1 I tin can recall of for patients and gamers akin to feel some — SOME — form of virtual reality. Even though the patients are not gamers, they're utilizing AR & VR in alternative ways that could benefit them.

The patients' goals are to re-railroad train their nervous systems and muscular systems by walking dorsum and along within the hospitals and institutions' rehabilitation centres. They demand to walk again, use their fingers again, feed themselves again with a spoon and fork, etc. All the necessities a normal 7-year-quondam child tin can already exercise, the patients need to relearn so they tin can heal! 😢

xi. Cons of EEGs

On i hand, it'due south good that EEG devices are used in the medical manufacture to help patients. Just players wanting to experience Fulldive AR & VR can't practice so yet due to hazardous and ethical reasons. They must expect for years, fifty-fifty decades, just to become to that point.

EEGs are non utilized in the entertainment manufacture nor in the gaming industry. In the research studies I've linked above, all researchers have limited EEG unto reading brainwave patterns lone regardless of the fields used: experiential learning, communicative methods, dynamic utilize, and cognitive workloads.

EEGs are incapable of sending electricity to the brains. Since EEGs only read encephalon activities, they cannot make patients feel pain (save for seizure disorder patients who might experience or sense electrical shocks) nor execute commands such as sitting, reading, walking, etc. to man bodies.

At that place is no fashion for EEGs to control the human brain except through brain-jail cell intrusion. However, this is equivalent to trespassing. Possible computational breaches and invasive risks could give rise to unethical conducts if at that place ever will be a chance for EEG helmets to send electricity to the brains.

Recall how Akihiko Kayaba (SAO'south "NerveGear" creator) removed the exit or logout function from hundreds of players who are beta testing the gaming console in Aincrad ("The World of Swords")? Ane wrong and deliberate move by the Games Master himself, and many people in the SAO anime forcibly committed suicide just to escape the false reality. (In whatsoever case, if you think that isn't scary, wait 'till you become to the latest episodes of the anime! 😭)

Of class, SAO uses fictional universes because it is just a evidence; just the series reflects a scientific reality to a sure degree. Whoever controls a engineering science like NerveGear will have the ultimate control to wield its power and resources yet bad they may be. Hence, Fulldive VR immersion has been prohibited past the government because it could potentially ship its users to sleep-similar death modes.

12. Bogus Intelligence (AI) and Machine Learning (ML)

Scientists already thought of AI concepts fifty-fifty before the 21st century began. Simply present, we can experience it is impacting us very strongly because of the ubiquitous gadgets we have on our hands: tablets, PCs, cellphones, RPGs, and dating simulation games.

13. Pros of AI and ML

I. Human Intelligence

You accept seen the speaking robots and goggles that high-tech nations have developed in the past decades, right? Withal, talking robots and impressive digital specs are merely the bare minimum. Human intelligence takes AI and ML on some other level when not-playable characters (NPCs) enter the picture.

If yous mesh large sets of algorithms on NPCs through auto learning, gamers will experience a simulation they never would take expected. The reason? Well, the mechanics that game developers plugged in on the video game utilizes incredible AI!

Can Sword Art Online be real? Can it happen in real life?
Sword Art Online: Alicization Lycoris | Source: Playstation

Not just did the video game apply circuitous quantum algorithms through ML; rather, the game accurately predicted the user's movements! It may be creepy at first, but this isn't impossible with the infinite sets of breakthrough algorithms installed in the video game. If annihilation, the enemy but became smarter as if it were a breathing and existent-life opponent!

To some gamers, this would be one heck of a challenge. They would be excited because their interactions with the NPCs are more than engaging even though they are unpredictable. Their opponents volition respond with a certain degree of realism on their conversations (and non just monologue their fashion out to boxing.)

AR & VR accept been on the move rising at breakneck speed. So, NPCs are good starting points for humanity to break through the barriers of AI and ML when reaching an SAO-level VMMORPG.

With the technology we at present accept, information technology's not impossible to reach an incredible feat even though information technology would accept decades. And remember, it is non but through the RPGs or the consoles we agree in our easily!

Peak AI and ML on homo intelligence or NPCs can happen on the versions of VRs humanity volition possess in the afar future. And that's one matter to get excited about!

Two. AI and ML Applications

There are likewise AI applications that could make photos move. (See myheritage.com to run across more of this incredible feat.)These complex scientific applications are one of the reasons why real-life gamers tin manipulate fictional playable characters.

Another example is the evolution of engineering science. Have the simple joystick we all know and dear. While joysticks are even so utilized in our generation, game consoles have also evolved! Instead of joysticks, many pro-gamers are using electronic gauntlets because these sophisticated devices employ AI and ML to sense and rails a person's hand movements through the human nervous organization.

In many gaming platforms, the actor's job is to just step, stand, or walk on a specified surface area, and voila! They've already stepped into a world of wonder (and that'south only using AI, ML, and human intelligence)!

As for other senses, I know what you lot're thinking. VR shouldn't just exist express to hearing or vision. It should also brand use of our olfactory senses and tactile responses! For scent, there's Linus Tech Tips' Olfactory property-O-Vision wheregamers odor these special scents so they can be more than integrated into the VR applications. (Follow the external link onLinus Tech Tips' Smell-O-Vision on the Sources section beneath if you'd similar to know more than most this.)

For tactile, well, it gets more complicated because of the electrodes that either must be placed on your scalp or invade (but damage) your brain cells (read "What are EEGs?" department higher up if you'd similar to detect out more than!).

Game developers profit from AI and so well because they harness its powers. They tap into gamers' personal, emotional, and mental connections through the gaming system's statistics.

Once the information is retrieved and the connections between players and the games themselves are identified and tracked, developers will reuse and recycle this formula or addiction and promote "new games" then they can sell them to amateur and pro-gamers alike.

In other words, the cycle of increased sales and profits will proceed climbing, making the developers richer while the VR companies overstate their market niche.

The AI of the earth we're living in correct now may not give the states that full SAO feel. We might not be able to immerse ourselves nonetheless into Fulldive like SAO's NerveGear yet. Nevertheless, scientists and researchers were notwithstanding able to come upwardly with interesting concepts and devices like the ones in a higher place that could exist stepping-stones to an SAO-themed VMMORPG!

3. Digital Optics

Our eyes are one of two keys that would entice gamers into believing they enter fantasy lands and are at present talking to NPCs. (2d cardinal would exist hearing). In reality, they are only in a spatial room wearing their VR helmets but are only slightly unaware of their surroundings. The less we use of impact senses, the more than immersed gamers can be when starting in their VR.

Take this for example: "Half Life Alyx" is the one that goes in the right management for VR games. Your consciousness would still be there of course, but it will take you a "niggling scrap closer" to a SAO-VMMORG experience.

Other examples are "Star Expedition" VRs; they will allow you to expedition Aincrad as if you're traversing in its deserts! Star Trek VR is "closer" to an SAO-VMMORPG experience because of its "realism" (unlike Bract and Sorcery, a VR which is a long, long way from assuasive you to feel something as close equally SAO, because information technology only allows you to control the virtual avatar with your thoughts).

The users are also only choosing to encounter, hear, feel, and emote on what their VR globe is presenting to them at that time. The VR helmet transmits simply sure information (images and sounds) to the encephalon cells of the players (making them very picky or selective of what they believe since they are only using 2 out our 5 sensors).

In SAO, the NerveGear acts as the VR helmet that enabled players to "Fulldive" into Aincrad. Our reality, more or less, allows VR players to practise the aforementioned. Since neurologists are prohibited to do a encephalon invasion on a person, gamers aren't allowed to experience Fulldive completely.

All the same, information technology's enough to add "realistic" visuals and sounds (and emotions and feelings to a certain extent) when i peeks into the goggles of a VR helmet. Gamers can partially immerse themselves and then and there into their fantasy lands!

Sword Art Online: Alicization Lycoris New Character & Battle Arrangement Trailer | PS4

Sword Fine art Online: Alicization Lycoris New Grapheme & Boxing System Trailer

14. Cons of AI and ML

I. Fake Identities

My understanding of AI may exist limited to Amazon Alexa, Apple's Siri, Google Banana, and a car's GPS vocalisation recognition. Just even a child can fully sympathize that the voices they are hearing belong to objects and not people.

Similar many aspects of science, AI, ML, and human intelligence possess many flaws. One of these is using a Generative Adversarial Network (GAN) to generate fake identities. It may be cool at first; even so, the truth backside GAN is simple: information technology synthesizes artificial imageries that are scattered across the internet to generate artificial photos (hence, "fake identities").

If you become to https://thispersondoesnotexist.com, it volition generate a moving-picture show of a person who has never existed in the real globe. GAN uses machine learning to control the output (i.e., the picture) of its computations. By meshing pictures of celebrities and famous people one can find online, it will ever show a picture of a fictional person you will surely never meet in real life!

Your eyes may be looking at the digital photograph of a real person. But no matter how many times you refresh the page, that person does not exist.

2. Defective Human being Empathy

Don't get me wrong. Digital assistants are incredible in their superhuman ways. When I watched SAO for the showtime fourth dimension in 2012, I could never imagine speaking to objects and devices, let alone my very own cellphone!

All the same, AR & VR generates a world of fictional interactions between real-life players and robots mobilized with AI, ML, and human intelligence. Despite their magnificent chapters, they are immobilized with emotions; hence, they lack human being empathy. Information technology will definitely exist awkward for homo players and gamers to connect with robots at a personal level because they are programmed to follow but a few speeches and commands.

In the distant future, nosotros may seamlessly interact with robots like the ones portrayed in the Chobits anime, or the holographic ones shown in the Avatar movie. However, ethical bug come into play again to limit what humanity can accomplish through ground-breaking science. Furthermore, robots will never experience either empathy or sympathy the manner man beings exercise.

III. Tweaking Emotions and Perceptions

Take this metaphor for example: all manner of comprehension gets evaporated into sparse air when a woman sees his hubby sleeping with her mistress; or when a parent sees the corpse of their child; or when you meet your habitation burning earlier your eyes.

Seeing is believing, and when nosotros see disaster strike in front of our eyes, our willpower evaporates like the forenoon fog that it is. Information technology's as if it wasn't even in that location to being with.

In other words, humans are weak when they see reality crumble before their eyes. Humans are weak in these instances because they exercise not wish to believe what their eyes are telling them to run across. It'due south but after an outpour of devastated emotions will people choose to come across with their hearts.

Give them time to breathe and then they can process the disaster that crumbled before their very eyes. Then, if they are willing, they can generate the willpower to come across with their eyes and their middle. Slowly but surely, their bottomless stamina and perseverance will get back right up again. If they choose to do so, they'll be stronger piddling by little with the back up of good friends.

Why the above story? Well, our brains are pre-conditioned to see the "normal". When we see the abnormal (like the disasters I mentioned in a higher place), humans are naturally inclined to believe the opposite of what they are actually and truly seeing inside the first 20 to thirty seconds.

With the power of AI and a tweaking of our feelings and emotions via safety EEG, NPCs tin communicate to usa within AR & VR. By that time, mankind will have reached unimaginable heights. Game developers, scientists, researchers, and technologists take already tweaked players' perceptions and emotions through the mobile games, video apps, and VR helmets that users played steadily over fourth dimension.

The above paragraph I mentioned goes beyond normal comprehension if you enquire me. Breathing NPCs communicating to u.s.a. in existent-time? Quite the fantasy today; but that'southward a possibility in the distant future because NPCs are no unlike than humanoid robots. They lack the 5 sensory senses, yet they tin can still follow commands considering these computer programs are their "hearts".

Robots might non be able to see, hear, touch on, smell, nor feel, only accompanied with their "brains", they will announced to players and gamers as if they are real-life humans in virtual worlds.

IV. VR & AI Crossover

When information technology comes to AI, ML, man intelligence, AR, and VR, the rules for "seeing is believing" are the same. But instead of an actual man being breathing in front of yous, there are humanoid robots continuing earlier you lot. It may be pleasing to you to look at the manmade humanoid robots. Y'all'd even conversed with them if given the opportunity if they look "human enough".

Sword Art Online The Beginning Gameplay VR

Sword Fine art Online The Start Gameplay VR

But there will come a point that they will look frightening to you. Your brain will tell y'all that it's unnatural to talk to an object despite information technology existence shaped and formed like a human. In this case, you lot're experiencing the "uncanny valley". Like I said, it is easy to believe what we run into with our optics, but difficult to believe with our hearts.

The more than yous look at a speaking robot shaped similar a human, the more your brain will object to believe that y'all're speaking to a living breathing soul (or a person). This is the essence of the "uncanny valley". You lot may be surprised at first, but at that place will come a signal where y'all volition exist repulsed by the humanoid robot despite what your eyes tell y'all.

fifteen. Conclusion: A Perfect Philharmonic of Fantasy and Scientific discipline

At present that we have deep dived whether SAO can cross our reality, we need to answer the question: why should people care for alternating SAO universes crossing over to people like us living in real-time? For that, we need to respond what makes AR & VR enticing in amateurs and pro-gamers' heads!

The power of SAO is to gum kids, teens, and immature adults into their couches so they can finish watching several thirty-infinitesimal SAO episodes. As well, the magnetic ability of AR & VR is to never allow its users go. That'southward correct. In essence, "Never let its users go through the power of fantasy and science!".

Fantasy and science should contradict each other, simply game developers mesh and overlap them to create alternate realities. Virtual worlds thrill gamers because it increases their excitement when they "zone in" to different entertainment mediums. What could exist a amend entertaining combo than players entering alternating universes ("fantasy" lands) through the technological and innovative gadgets of the scientific civilisation we're living in right now?

At base level, its ironic to think that fantasy goes hand-in-hand with science. Simply this is not far from the truth when viewers saw the captivating onest episode of SAO Season 1: alternate universes parallel existent life i manner or another.

Akihiko Kayaba (the creator of gaming console "NerveGear") entrapped hundreds of gamers in Aincrad ("The Globe of Swords") where beta-testers Kirito and Klein were merely playing/messing around. Likewise, video game developers and VR companies entrapped users like us (in one manner or another) with their expensive AR/VR technologies, gacha games, and mobile RPGs even if nosotros claim we're just "innocently trying out new things" then nosotros won't miss out on the fun!

AR & VR pulls united states, immerses us, and consumes us. Over time, its name evolved into many nicknames that gamers and big-time AR & VR developers (east.g., Unity Technologies, Iflexion, Next/Now, Nomtek, VR Vision) alternately utilize:

  • Bogus Reality
  • Cyberspace
  • Holographic Reality
  • Idolism
  • Illusion
  • Internet Life
  • Brand-believe
  • Virtual Realm

AR & VR betoken u.s.a. to one inescapable fact: "We're stuck, and it's hard to escape because we intentionally threw away our keys so we can always stay or brand up excuses to never get out from these magnificent, wondrous, brand-believe universes."

They are difficult to escape from because they provide us escapism from real life. That'south why scientists, researchers, and game developers will continue progressing to catch whatever opportunities the scientific hereafter volition provide the lucrative AR & VR industries.

At the heart of it all, amusement and fun are capitalized through innovation and desires. And when scientists, researchers, technologists, mathematicians, and developers capitalize amusement through heed-blowing equipment and machines, they create the perfect philharmonic of fantasy and scientific discipline!

16. Online Sources

  • EEG helmets
  • Faces of Robots
  • New Program to Animate Quondam Photos
  • Linus Tech Tips' Smell-O-Vision
  • MyHeritage.com
  • What is Full Swoop?
  • 2045 Initiative
  • How Does Fiber Internet Work?
  • Encephalon-to-encephalon interfaces
  • 4 Types of Signal Interference
  • Brain-Calculator Interface
  • Left and Right Encephalon
  • Estimating Cognitive Workload in an Interactive Virtual Reality Environment Using EEG
  • EEG as an Input for Virtual Reality
  • Immersive EEG: Evaluating Electroencephalography in Virtual Reality
  • Virtual reality: A game-irresolute method for the linguistic communication sciences
  • The combined utilise of virtual reality and EEG to report language processing in naturalistic environments
  • The Employ of Portable EEG Devices in Evolution of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands.
  • MiHoYo targeting a virtual world
  • MiHoYo Rakes In $800M in 2020
  • This Person Does Non Exist website generator

17. About Sword Fine art Online

At the launch of the game, 10,000 people had connected themselves to the virtual reality of Sword Art Online. The plot takes a twist when people realize that they can't quit the game.

Protagonist and pro-gamer Kirito, who was present for the beta launch of SAO, starts planning to articulate levels as soon as possible. Throughout his quest to cease the game, he meets many friends and a love interest, Asuna.

The plot and the whole premise of the prove are remarkably unique and quite believable in some futuristic sense!

Originally Written By Ballsy Dope

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Source: https://www.epicdope.com/can-sword-art-online-be-real-can-it-happen-in-real-life/

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